Some of the best put together turorials I’ve found. Really superb work. Also, since you asked; would you be opposed to a vid on how you plan, place and structure an HT network? Like considerations for where to locate various junctions, integrating the power and switchs, dedicated supports/towers, or whathaveyou? You the Lord of the Toobs, My Man! Cheers!
Thanks for your feedback! I'll consider doing a hypertube network planning video in the future - although no promises on it happening any time soon, I think. 😅
20:18 Hilarious moment, when you realise you entered a cannon ''feeder''! The welcoming committee was glad to see you. Excellent video. I am 80 hours into the game and just yesterday built my first cannon. I find it complicating to build. Watching your videos, helped me to understand better what to do to make it work properly. Thank you!
I have three hyper tube cannon boueprints of varrying "strength" which are powered by biofuel generators, so even if Im not on thr power grid, I can just load a pellet of solid biomass into each generator. gives plenty of time to go through the canon before the fuel burns off. They're super fun to use!
Another tip would be to add a couple of pellets in the biomass generators in the blueprint itself! That way when you place it they’re all on and ready to go. Also if you want to be able to pick it all back up after you use the cannon, say you’re exploring a random area and don’t want to leave it, then set your dismantle to blueprint before going in. While going through, turn towards the cannon and once out quickly pull out dismantle and start using it. If you do it quick enough you can take it all with you. It’s worked for 9 entrances but haven’t tested it with more.
I thought of doing that exact same thing, except it'd be powered by the main grid under normal operating conditions, but when the power goes out, I can disconnect the launcher from the grid using a priority power switch, fuel up some overclocked biogens, and launch at warp speed to the power plant via the emergency hypertube routes.
@@propersensitive8776 we're absolutely starting a new save. Probably in the OG location just to have a fresh take on the updated map. I'm guessing some people have seriously complex or finished saves where they want to keep most of their work (at first).
@probablypragmatic6893 Right. Was confused. I too have a many-hours save where I've completed the goals, just from what you said I thought there was something I should be doing that I wasn't!
I came across your part 1video by accident, but man im glad i found it. These videos are very informative, plain and clear explainations and overall a pleasant to watch / listen to. I have subbed to your channel. Thank you for your hard work.
Brilliant stuff. All of your suggested content ideas are great, but there's one missing; UA-cam really needs a good train network video. The ones out there currently are pretty chaotic, I feel you could easily improve on them and there's going to be plenty of demand!
Thanks for the feedback! I have been considering doing a "transport" series, going from early game to later game ways of getting around and transporting things, which would include some Trains content.
@@DortamursHobbies A transport series would be really great! Trains are obviously the better method, but really good Truck Station videos are missing from UA-cam as well!
Please could you add "Battery-powered Accellerator" to the To Do List should there ever be a Part 4. It would be useful to see your thoughts on power management for these Accellerators.
The pre-charging was super-useful back before Priority Junctions, but aren't as important once you can turn things off remotely. I do still hope to do a video including the charging techniques one day, if there's interest.
Your videos are put together so well, it makes most other videos pale. They are structured very nice. The camerawork, the cuts, the map info and timings shown make this a great experience that is easy to follow. If the actual content wasn't so useful and interesting, I would have forgotten about that and just admired your work on the videos themselves. As for new topics I am not sure. I don't know whether you use these things a lot, but useful train systems or a nice central storage setup could be interesting.
I just made a budget accelerator on only 50MW. Basically, a Cyclotron that can be bypassed on the way back. I will admit, tho, there is no guarantees to a top speed or even getting out of the cycle in a reasonable time. But energy efficient! :)
This is great. Also, you gave me the idea that I can set up the outgoing tube with a choice of boosted or non-boosted. So I can go slow if I choose and gaze upon my unholy creation! :)
Nice, I might have to invest in VR now... Other commenter told about 3 entrance circular booster that you can circle to get as much speed as you need and then launch forward with junction, that would be coom to see
These are awesome, I'll defiantly be implementing my own version of these in my saves. Also, it was hard to watch you struggle with the hyper tube cannon. I guess that's the point of blueprints but a faster and in my opinion more efficient way of building them is to place all the supports then on the way back place all the tubes in between them.
Yeah, I'm hoping they fix that default hypertube angle bug in 1.0. I don't think you can make cannons as compact without building them this way though, as you need a tube between two supports with no gap. That's the beauty of blueprints though - do something fiddly once, and then easily replicate it as many times as you need it!
I'd be curious to see the effect of network latency on Hypertube Accelerators and Hypertube Cannons as I mostly play on a dedicated server and seem to have issues with my tubes about 50% of the time.. Either falling out of the tube, falling under the world, or getting disconnected entirely. That said, your compact factory blueprints are also of great interest to me! I dig your videos and eagerly await more. Cheers!
Not sure if it's a 1.0 thing but the effects of the boosting doesn't last very long. I have a hypertube around the edge of the map and I slow down to normal speed in under 100 meters.
There is currently a bug in 1.0 where if a power grid has no power producers and only dead batteries, connecting to that grid will erroneously propagate a blown fuse. So a network with just a hyper tube and a dead battery will cause this. The "fix" right now is to skip the switch and manually (dis)connect a power wire to the tube.
Can I ask how the map at 0:27 is made? I've seen these in a couple of videos now. Is there a mod to get the map to look that way or is this just what they look like now (havent played since update 6
There is an Interactive Map over at satisfactory-calculator.com/, where you can upload your save game and turn off & on different information layers! It's an amazing tool.
Awesome video! Thanks so much for spending the time to make it. Also, is that side project you mentioned in the outro some sort of mod that that makes the game playable in VR? I would LOVE to learn more about that!
wait ! why am I hearing from this only now ? where have you been ! heck where have I been for the mast 16h missing this info ! checking it as I type ! love from france !!!
The timing is quite helpful. Now I know the best amounts to use these for. Also the right way to build them One thing that doesn't need a video, but is good to know: I gather that there is a point where a cannon is too big and shoots you out of the world and kills you. How many accelerators does that usually take?
Sorry! 😅I ran out of time in ep3 and didn't want to delay the video longer than it already was. I'm considering revisiting it and might do a video on power charging after 1.0 releases.
There have been some hypertube physics changes since I made this video and the junction isn't as reliable as it used to be. :-( I need to update the design and make an update video for 1.0... The accelerators still work pretty well though!
@DortamursHobbies if you're able to figure out how to make junctions work more reliably that would be so cool. I've tried for a bit before throwing in the towel cause nothing I tried worked.... They really did not need to update the tube physics like this :'(
There are many videos on Accelerators/Cannons - I don't know who the "first" was. This particular compact design I saw somewhere else, but I couldn't find the original source.
I think the idea is to reduce power usage when you're not using the hyper tubes. So all the hyper tubes on the network get their power through a couple batteries that you charge for a few seconds through a priority power switch. Though maybe it's just the accelerators that are on the separate grid
@@skillfulfighter23 I'm well aware, in fact I've found a better solution atp: Circular hypertube accelerators only use 3 entrances for as much speed as you'd like, so they can basically stay on forever
That area is north-west of the Grass Fields, and is the Western Dune Forest. There's two lakes with a waterfall between them, and that cave is hiding behind the waterfall! It's one of my favourite areas of the map.
Something I noticed about the timing is that, for one thing using a colon instead of a decimal point is a little confusing, but more importantly there are not 60 centi-seconds in one second, there are 100. If you're actually measuring the seconds to 2 decimal points, it should tick over to the next second after .99, not .59.
bro dropped the most goated hypertube content and then vanished, it's actually hilarious how much you've done for hypertube users
Bet he works in TV or film.. The vids are just too nice to be amateur-made. And the note about the actors' strike.
Some of the best put together turorials I’ve found. Really superb work.
Also, since you asked; would you be opposed to a vid on how you plan, place and structure an HT network? Like considerations for where to locate various junctions, integrating the power and switchs, dedicated supports/towers, or whathaveyou?
You the Lord of the Toobs, My Man! Cheers!
Thanks for your feedback! I'll consider doing a hypertube network planning video in the future - although no promises on it happening any time soon, I think. 😅
@@DortamursHobbies Geateful for any content you produce! Concise and useful! Your HT launcher design literally halved the space I was using! Thanks!!!
21:06 Well done on that seamless edit god damn. Actually watched that like 5 times. That alone got my like and sub.
seriously great!!!
😆 Thanks!!
you are so underrated! guys he needs to sit at min 100k followers
20:18 Hilarious moment, when you realise you entered a cannon ''feeder''! The welcoming committee was glad to see you. Excellent video. I am 80 hours into the game and just yesterday built my first cannon. I find it complicating to build. Watching your videos, helped me to understand better what to do to make it work properly. Thank you!
I have three hyper tube cannon boueprints of varrying "strength" which are powered by biofuel generators, so even if Im not on thr power grid, I can just load a pellet of solid biomass into each generator. gives plenty of time to go through the canon before the fuel burns off. They're super fun to use!
That's a good idea
Another tip would be to add a couple of pellets in the biomass generators in the blueprint itself! That way when you place it they’re all on and ready to go. Also if you want to be able to pick it all back up after you use the cannon, say you’re exploring a random area and don’t want to leave it, then set your dismantle to blueprint before going in. While going through, turn towards the cannon and once out quickly pull out dismantle and start using it. If you do it quick enough you can take it all with you. It’s worked for 9 entrances but haven’t tested it with more.
@@everondoma Ooh That's a great idea!
I thought of doing that exact same thing, except it'd be powered by the main grid under normal operating conditions, but when the power goes out, I can disconnect the launcher from the grid using a priority power switch, fuel up some overclocked biogens, and launch at warp speed to the power plant via the emergency hypertube routes.
Just watched the other two, this was perfect timing
This is astonishing and I'll absolutely be using these in our "last save before 1.0" game.
Thank you for putting this together.
Are you taking a save into 1.0? I was going to go "new game" to experience it afresh. Is there something I'm missing or is just a personal choice? :)
@@propersensitive8776 we're absolutely starting a new save. Probably in the OG location just to have a fresh take on the updated map.
I'm guessing some people have seriously complex or finished saves where they want to keep most of their work (at first).
@probablypragmatic6893 Right. Was confused. I too have a many-hours save where I've completed the goals, just from what you said I thought there was something I should be doing that I wasn't!
Been waiting so long for this, keep up the good work!
Holy crap these are so fun to watch. They're super informative and edited so well.
I came across your part 1video by accident, but man im glad i found it. These videos are very informative, plain and clear explainations and overall a pleasant to watch / listen to. I have subbed to your channel. Thank you for your hard work.
Stumbled over this gem by accident 🤩 I'd love a video about circles ❤
I think this might have been the single most valuable thing i have learned about Satisfactory. Thank you, good sir.
This is genuinely so high quality!!!!! It's insane that this isn't more popular!!!
Fascinating watch. Thanks for sharing.
"What would you like to know more about?"
All of it.
No; really. Especially the departure/arrival hub. Insanely well built.
I'd actually love to see a download of the save file so we can actually see _and_ experience how the junctions and accelerators act and function.
Brilliant stuff. All of your suggested content ideas are great, but there's one missing; UA-cam really needs a good train network video. The ones out there currently are pretty chaotic, I feel you could easily improve on them and there's going to be plenty of demand!
Thanks for the feedback! I have been considering doing a "transport" series, going from early game to later game ways of getting around and transporting things, which would include some Trains content.
@@DortamursHobbies A transport series would be really great! Trains are obviously the better method, but really good Truck Station videos are missing from UA-cam as well!
Please could you add "Battery-powered Accellerator" to the To Do List should there ever be a Part 4. It would be useful to see your thoughts on power management for these Accellerators.
Nice. Based on part 2 I had expected to see a bit about the pre-charging you did there.
The pre-charging was super-useful back before Priority Junctions, but aren't as important once you can turn things off remotely. I do still hope to do a video including the charging techniques one day, if there's interest.
best hypertube vid so far
Finally! Someone explained the rotation. 1:52 Thank you!
Excellent tutorials, thanks! Subscribed and would love to see more videos! I’d watch whatever you would like to show next!
I'd love to see a video about curves especially about circular storage systems
how have I only just stumbled upon your account! GREATLY looking forward to your future videos! this is SUCH useful content and really detailed!
What are the odds. Just found the other two videos not even 8 hours ago
i wish the devs would make a real hypertube accelerator item to place, with a variable power you can select and set.
Your videos are put together so well, it makes most other videos pale. They are structured very nice. The camerawork, the cuts, the map info and timings shown make this a great experience that is easy to follow. If the actual content wasn't so useful and interesting, I would have forgotten about that and just admired your work on the videos themselves.
As for new topics I am not sure. I don't know whether you use these things a lot, but useful train systems or a nice central storage setup could be interesting.
Love it, thanks for the great explanation of hypertubes ❤
I just made a budget accelerator on only 50MW. Basically, a Cyclotron that can be bypassed on the way back. I will admit, tho, there is no guarantees to a top speed or even getting out of the cycle in a reasonable time. But energy efficient! :)
This is great. Also, you gave me the idea that I can set up the outgoing tube with a choice of boosted or non-boosted. So I can go slow if I choose and gaze upon my unholy creation! :)
Nice, I might have to invest in VR now...
Other commenter told about 3 entrance circular booster that you can circle to get as much speed as you need and then launch forward with junction, that would be coom to see
You need a lot more videos. These are great!
super qualitative. Thanks.
good video great editing
Another great video
Awesome, subbed and liked!
These are awesome, I'll defiantly be implementing my own version of these in my saves. Also, it was hard to watch you struggle with the hyper tube cannon. I guess that's the point of blueprints but a faster and in my opinion more efficient way of building them is to place all the supports then on the way back place all the tubes in between them.
Yeah, I'm hoping they fix that default hypertube angle bug in 1.0. I don't think you can make cannons as compact without building them this way though, as you need a tube between two supports with no gap. That's the beauty of blueprints though - do something fiddly once, and then easily replicate it as many times as you need it!
Yesh! another video. I refuse to watch this now because im on break and ill get sucked back in Lol. Saved for later :D
I'd love one on network planning.
these are epic. ty
Awesome video and the designs are not being paywalled on Patreon! Thank you!
I'd be curious to see the effect of network latency on Hypertube Accelerators and Hypertube Cannons as I mostly play on a dedicated server and seem to have issues with my tubes about 50% of the time.. Either falling out of the tube, falling under the world, or getting disconnected entirely.
That said, your compact factory blueprints are also of great interest to me!
I dig your videos and eagerly await more. Cheers!
Thanks! Hypertubes in multiplayer are currently really buggy, unless you're the host. 😞 They should be fixed and stable once 1.0 releases.
Lmao, i have one of these on each side, now I am stuck in the tube
Wait... WTF? Was that Satisfactory VR at the end? I need to know more!
A video on curves would be sick
id like more information in how u can be so cool, love ur videos
Not sure if it's a 1.0 thing but the effects of the boosting doesn't last very long. I have a hypertube around the edge of the map and I slow down to normal speed in under 100 meters.
How did you do the charging of hypertube with batteries? my power grid just blows out everytime i hit a priority switch
There is currently a bug in 1.0 where if a power grid has no power producers and only dead batteries, connecting to that grid will erroneously propagate a blown fuse. So a network with just a hyper tube and a dead battery will cause this. The "fix" right now is to skip the switch and manually (dis)connect a power wire to the tube.
PLEASE SHARE THE BLUEPRINTS THEY ARE SO GOOD
Can I ask how the map at 0:27 is made? I've seen these in a couple of videos now. Is there a mod to get the map to look that way or is this just what they look like now (havent played since update 6
There is an Interactive Map over at satisfactory-calculator.com/, where you can upload your save game and turn off & on different information layers! It's an amazing tool.
@@DortamursHobbies omg ty so much
Are you still planning on making a video on using Stored Power? You mentioned it at the end of Part 2.
Awesome video! Thanks so much for spending the time to make it. Also, is that side project you mentioned in the outro some sort of mod that that makes the game playable in VR? I would LOVE to learn more about that!
It sure is!! And it's available now (and a lot less buggy than when I recorded that)! Check out: ficsit.app/mod/UEVREnhancements
wait ! why am I hearing from this only now ? where have you been ! heck where have I been for the mast 16h missing this info !
checking it as I type !
love from france !!!
The timing is quite helpful. Now I know the best amounts to use these for. Also the right way to build them
One thing that doesn't need a video, but is good to know: I gather that there is a point where a cannon is too big and shoots you out of the world and kills you. How many accelerators does that usually take?
9:17 is it maybe better to add boosters along the route? Do you slow down while in the hypertube or stay at what you entered with
Prob a dumb question but how do you do the 3rd person camera view like when you use the designer?
Left out: How the charging and switching works. You mentioned it in passing in ep2, saying you'd go into more detail in ep3, but didn't.
Sorry! 😅I ran out of time in ep3 and didn't want to delay the video longer than it already was. I'm considering revisiting it and might do a video on power charging after 1.0 releases.
Very curious to know if this system survived the 1.0 release
There have been some hypertube physics changes since I made this video and the junction isn't as reliable as it used to be. :-( I need to update the design and make an update video for 1.0... The accelerators still work pretty well though!
@DortamursHobbies if you're able to figure out how to make junctions work more reliably that would be so cool.
I've tried for a bit before throwing in the towel cause nothing I tried worked....
They really did not need to update the tube physics like this :'(
this was originally discovered by lets game it out, right? what about sending probs.
There are many videos on Accelerators/Cannons - I don't know who the "first" was. This particular compact design I saw somewhere else, but I couldn't find the original source.
Could you do an episode on the temporary battery storage for the hypertube system?
Thanks for your interest! I'll keep it in mind and will consider doing a video on it when I get some time!
I think the idea is to reduce power usage when you're not using the hyper tubes. So all the hyper tubes on the network get their power through a couple batteries that you charge for a few seconds through a priority power switch. Though maybe it's just the accelerators that are on the separate grid
@@skillfulfighter23 I'm well aware, in fact I've found a better solution atp: Circular hypertube accelerators only use 3 entrances for as much speed as you'd like, so they can basically stay on forever
Starting the design section with casual Bean assault. You seemed like a nice guy, but I guess not! lol
Supervisor Bean was in the way of the blueprints (and editing continuity), so he needed a prod to move. 😆
Does this still work in 1.0?
Woah! Where on the map is that @5:18?
That area is north-west of the Grass Fields, and is the Western Dune Forest. There's two lakes with a waterfall between them, and that cave is hiding behind the waterfall! It's one of my favourite areas of the map.
@@DortamursHobbies THANK YOU :)
It is also where What Darren Plays built his Liquid Biofuel Factory in his recent Update 8 playthrough.
you can only do this on one ways if you try to go back with this on it will force you and oppisite way
Something I noticed about the timing is that, for one thing using a colon instead of a decimal point is a little confusing, but more importantly there are not 60 centi-seconds in one second, there are 100. If you're actually measuring the seconds to 2 decimal points, it should tick over to the next second after .99, not .59.
I have update 8 cracked version how do you have on the jetpack? Mine run out of 1 fuel & i drop?
He is using the hoverpack
this accelerator does noo work in 1.0.each entrance now requires a tube after each one
Love your videos, but maybe not date it at the start, if its out of date, people tend not to watch. Even though its still relevent.